Esempio n. 1
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        public bool Initialze(DDX11 D3D, IntPtr windowHandle, DSystemConfiguration configuration)
        {
            // Create the user interface object.
            UserInterface = new DUserInterface();
            // Initialize the user interface object.
            if (!UserInterface.Initialize(D3D, configuration))
            {
                return(false);
            }

            // Create the camera object
            Camera = new DCamera();
            // Initialize a base view matrix with the camera for 2D user interface rendering.
            Camera.SetPosition(0.0f, 0.0f, -10.0f);
            Camera.Render();
            Camera.RenderBaseViewMatrix();

            // Create the position object.
            Position = new DPosition();
            // Set the initial position and rotation of the viewer.28.0f, 5.0f, -10.0f
            Position.SetPosition(512.0f, 30.0f, 1034.0f);
            Position.SetRotation(0.0f, 180.0f, 0.0f);

            // Create the light object.
            Light = new DLight();

            // Initialize the light object.
            Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
            Light.Direction = new Vector3(-0.5f, -1.0f, -0.5f);

            // Create and initialize the frustum object.
            Frustum = new DFrustum();
            Frustum.Initialize(DSystemConfiguration.ScreenDepth);

            // Create the sky dome object.
            SkyDomeModel = new DSkyDome();

            // Initialize the sky dome object.
            if (!SkyDomeModel.Initialize(D3D.Device, "skydome.txt"))
            {
                return(false);
            }

            // Initialize the terrain object.
            Terrain = new DTerrain();
            // Initialize the ground model object.
            if (!Terrain.Initialize(D3D.Device, "setupS2TutTerr08.txt"))
            {
                return(false);
            }

            // Set the UI to display by default.
            DisplayUI = true;
            // Set wire frame rendering initially to enabled.
            WireFrame = false;
            // Set the rendering of cell lines initially to enabled.
            CellLines = true;

            return(true);
        }
        // Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                // Create the input object.  The input object will be used to handle reading the keyboard and mouse input from the user.
                Input = new DInput();

                // Initialize the input object.
                if (!Input.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // Create the position object.
                Position = new DPosition();

                // Set the initial position and rotation of the viewer.
                Position.SetPosition(280.379f, 24.5225f, 367.018f);
                Position.SetRotation(19.6834f, 222.013f, 0.0f);

                // Create the camera object
                Camera = new DCamera();

                // Initialize a base view matrix with the camera for 2D user interface rendering.
                Camera.SetPosition(0.0f, 0.0f, -10.0f);
                Camera.RenderBaseViewMatrix();
                Matrix baseViewMatrix = Camera.BaseViewMatrix;

                // Create the light object.
                Light = new DLight();

                // Initialize the light object.
                Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
                Light.Direction = new Vector3(0.5f, -0.75f, 0.25f);

                // Create the model object.
                TerrainModel = new DTerrainHeightMap();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "hm.bmp", "cm.bmp", 20.0f, "dirt04.bmp", "normal01.bmp"))
                {
                    return(false);
                }

                // Create the color shader object.
                TerrainShader = new DTerrainShader();

                //// Initialize the color shader object.
                if (!TerrainShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the sky dome object.
                SkyDome = new DSkyDome();

                // Initialize the sky dome object.
                if (!SkyDome.Initialize(D3D.Device))
                {
                    return(false);
                }

                // Create the sky dome shader object.
                SkyDomeShader = new DSkyDomeShader();

                // Initialize the sky dome shader object.
                if (!SkyDomeShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the sky plane object.
                SkyPlane = new DSkyPlane();

                // Initialize the sky plane object.
                if (!SkyPlane.Initialze(D3D.Device, "cloud001.bmp", "perturb001.bmp"))
                {
                    return(false);
                }

                // Create the sky plane shader object.
                SkyPlaneShader = new DSkyPlaneShader();

                // Initialize the sky plane shader object.
                if (!SkyPlaneShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the fps object.
                FPS = new DFPS();

                // Initialize the fps object.
                FPS.Initialize();

                // Create the cpu object.
                CPU = new DCPU();

                // Initialize the cpu object.
                CPU.Initialize();

                // Create the text object.
                Text = new DText();

                // Initialize the text object.
                if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix))
                {
                    return(false);
                }

                // Set the video card information in the text object.
                if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext))
                {
                    return(false);
                }

                // Create the refraction render to texture object.
                RefractionTexture = new DRenderTexture();

                // Initialize the refraction render to texture object.
                if (!RefractionTexture.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }

                // Create the reflection render to texture object.
                ReflectionTexture = new DRenderTexture();

                // Initialize the reflection render to texture object.
                if (!ReflectionTexture.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }

                // Create the reflection shader object.
                ReflectionShader = new DReflectionShader();

                // Initialize the reflection shader object.
                if (!ReflectionShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the water object.
                WaterModel = new DWater();

                // Initialize the water object.
                if (!WaterModel.Initilize(D3D.Device, "waternormal.bmp", 3.75f, 110.0f))
                {
                    return(false);
                }

                // Create the water shader object.
                WaterShader = new DWaterShader();

                // Initialize the water shader object.
                if (!WaterShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
        // Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                // Create the input object.  The input object will be used to handle reading the keyboard and mouse input from the user.
                Input = new DInput();

                // Initialize the input object.
                if (!Input.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // Create the camera object
                Camera = new DCamera();

                // Initialize a base view matrix with the camera for 2D user interface rendering.
                Camera.SetPosition(0.0f, 0.0f, -1.0f);
                Camera.Render();
                Matrix baseViewMatrix = Camera.ViewMatrix;

                // Set the initial position of the camera. (Since the ViewMatrix is already created from a base position.)
                Camera.SetPosition(40.0f, 2.0f, -7.0f);

                // Create the model object.
                TerrainModel = new DTerrain();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "heightmap01.bmp", "dirt02.bmp", "colorm01.bmp"))
                {
                    return(false);
                }

                // Create the position object.
                Position = new DPosition();

                // Set the initial position of the viewer to the same as the initial camera position.
                Position.SetPosition(Camera.GetPosition().X, Camera.GetPosition().Y, Camera.GetPosition().Z);

                // Create the fps object.
                FPS = new DFPS();

                // Initialize the fps object.
                FPS.Initialize();

                // Create the cpu object.
                CPU = new DCPU();

                // Initialize the cpu object.
                CPU.Initialize();

                // Create the text object.
                Text = new DText();

                // Initialize the text object.
                if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix))
                {
                    return(false);
                }

                // Set the video card information in the text object.
                if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext))
                {
                    return(false);
                }

                // Create the color shader object.
                TerrainShader = new DTerrainShader();

                // Initialize the color shader object.
                if (!TerrainShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the light object.
                Light = new DLight();

                // Initialize the light object.
                Light.SetAmbientColor(0.05f, 0.05f, 0.05f, 1.0f);
                Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
                Light.Direction = new Vector3(-0.5f, -1.0f, 0.0f);

                // Create the sky dome object.
                SkyDome = new DSkyDome();

                // Initialize the sky dome object.
                if (!SkyDome.Initialize(D3D.Device))
                {
                    return(false);
                }

                // Create the sky dome shader object.
                SkyDomeShader = new DSkyDomeShader();

                // Initialize the sky dome shader object.
                if (!SkyDomeShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the sky plane object.
                SkyPlane = new DSkyPlane();

                // Initialize the sky plane object.
                if (!SkyPlane.Initialze(D3D.Device, "cloud001.bmp", "perturb001.bmp"))
                {
                    return(false);
                }

                // Create the sky plane shader object.
                SkyPlaneShader = new DSkyPlaneShader();

                // Initialize the sky plane shader object.
                if (!SkyPlaneShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }